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Particle random value in Niagara

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    Particle random value in Niagara

    I'm in the process of transferring from Cascade to Niagara, but having problems getting materials including 'Particle random value' to work as expected. The below example has the same material (Particle random value controlling a hue shift) applied to a Cascade GPU sim on the left, and a Niagara GPU sim on the right.

    Any thoughts where I'm going wrong?

    (Can't currently upload image - will update when possible) Click image for larger version

Name:	Unreal_GPU.jpg
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